A Casual Revolution: Reinventing Video Games and Their Players

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9780262013376: A Casual Revolution: Reinventing Video Games and Their Players

We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

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About the Author:

Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.

Review:

Jesper Juul's "A Casual Revolution" is a deftly argued and thoroughly researched recommendation.
-Jamin Brophy Warren, "Five Essential Books on Video Games". --The New Yorker

Crowds mobbed Nintendo's booth, clamoring to play it, rushing past the fancier Xbox and Playstation demonstrations. Jesper Juul's "A Casual Revolution" explains what happened, and why.
-Jonathan V. Last --Wall Street Journal

"A trenchant look at the rise of casual gaming."
-Keith Stuart --The Guardian Gamesblog

"A Casual Revolution is indispensable for summarising the current videogame industry, removing casual prejudices at every page."
-Robert Jackson --Leonardo

A Casual Revolution is terrific. A succinct, informative, thoughtful examination of the forces that have been, as its subtitle says, reinventing video games and their players. Oh, and on top of all that, it's just plain fun to read. --Tap Repeatedly

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Book Description MIT Press Ltd, United States, 2009. Hardback. Book Condition: New. Language: English . Brand New Book. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today s casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Bookseller Inventory # AAU9780262013376

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Book Description The MIT Press, 2009. Book Condition: New. How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. Num Pages: 264 pages, 102 halftones, 7 line drawings, 2 tables. BIC Classification: PDR; UDX. Category: (G) General (US: Trade). Dimension: 229 x 152 x 12. Weight in Grams: 490. . 2009. Hardcover. . . . . . Bookseller Inventory # V9780262013376

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Book Description The MIT Press. Book Condition: New. How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. Num Pages: 264 pages, 102 halftones, 7 line drawings, 2 tables. BIC Classification: PDR; UDX. Category: (G) General (US: Trade). Dimension: 229 x 152 x 12. Weight in Grams: 490. . 2009. Hardcover. . . . . Books ship from the US and Ireland. Bookseller Inventory # V9780262013376

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Book Description MIT Press Ltd, United States, 2009. Hardback. Book Condition: New. Language: English . Brand New Book. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today s casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Bookseller Inventory # AAU9780262013376

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